﻿using System;
using System.Collections.Generic;
using System.Text;
using Heaven.Texturing.Formats;

namespace Heaven.Texturing
{
    /// <summary>
    /// List of the layer formats
    /// </summary>
    public static class LayerFormats
    {
        #region Fields

        static LayerFormat _A8R8G8B8 = null;
        static LayerFormat _R32F = null;
        static LayerFormat _A16B16G16R16F = null;

        #endregion

        /// <summary>
        /// 32-bit ARGB pixel format with alpha, using 8 bits per channel (Unsigned format)
        /// </summary>
        public static LayerFormat A8R8G8B8
        {
            get 
            {
                if (_A8R8G8B8 == null) _A8R8G8B8 = new A8R8G8B8();
                return _A8R8G8B8;
            }
        }

        /// <summary>
        /// 32-bit float format using 32 bits for the red channel (IEEE format)
        /// </summary>
        public static LayerFormat R32F
        {
            get
            {
                if (_R32F == null) _R32F = new R32F();
                return _R32F;
            }
        }

        /// <summary>
        /// Floating-point format. 64-bit float format using 16 bits for each channel (alpha, blue, green, red)
        /// </summary>
        public static LayerFormat A16B16G16R16F
        {
            get
            {
                if (_A16B16G16R16F == null) _A16B16G16R16F = new A16B16G16R16F();
                return _A16B16G16R16F;
            }
        }
    }
}
